Difference between revisions of "DropObject - ObjectReference"
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* If a number greater than 1 is used for aiCount, the objects dropped will be stacked. In order to drop individual items, DropObject must be called for each instance of the item. | * If a number greater than 1 is used for aiCount, the objects dropped will be stacked. In order to drop individual items, DropObject must be called for each instance of the item. | ||
* If akObject is equipped, the game will first search for unequipped items in inventory to drop. Only when there are no more unequipped items will it drop the equipped items. | * If akObject is equipped, the game will first search for unequipped items in inventory to drop. Only when there are no more unequipped items will it drop the equipped items. | ||
* if akObject is a permanently-persistent reference, DropObject will not return a | * if akObject is a permanently-persistent reference, DropObject will not return a Form ID value for the ObjectReference, even though it still physically drops the object from the inventory. If you need to run further ObjectReference Functions onto the dropped object, you will need to refer to that object's reference ID directly. | ||
== See Also == | == See Also == | ||
*[[ObjectReference Script]] | *[[ObjectReference Script]] |
Revision as of 06:42, 17 June 2012
Member of: ObjectReference Script
Drops the specified object from this object's inventory.
Syntax
ObjectReference Function DropObject(Form akObject, int aiCount = 1) native
Parameters
- akObject: The object to drop from the inventory.
- aiCount: How many to drop
- Default: 1
Return Value
The object that was dropped.
Examples
; Drops one chest from the player's inventory, and unlocks it
Game.GetPlayer().DropObject(ChestProperty).Lock(false)
; Drops one hundred arrows from the player's inventory
Game.GetPlayer().DropObject(ArrowProperty, 100)
Notes
- If a number greater than 1 is used for aiCount, the objects dropped will be stacked. In order to drop individual items, DropObject must be called for each instance of the item.
- If akObject is equipped, the game will first search for unequipped items in inventory to drop. Only when there are no more unequipped items will it drop the equipped items.
- if akObject is a permanently-persistent reference, DropObject will not return a Form ID value for the ObjectReference, even though it still physically drops the object from the inventory. If you need to run further ObjectReference Functions onto the dropped object, you will need to refer to that object's reference ID directly.